CAV = {
    FRONT: 0,
    BACK: 1,
    DOUBLE: 2,
    SVGNS: "http://www.w3.org/2000/svg"
};
CAV.Array = typeof Float32Array === "function" ? Float32Array : Array;
CAV.Utils = {
    isNumber: function (a) {
        return !isNaN(parseFloat(a)) && isFinite(a)
    }
};
(function () {
    for (var a = 0, b = ["ms", "moz", "webkit", "o"], c = 0; c < b.length && !window.requestAnimationFrame; ++c) window.requestAnimationFrame = window[b[c] + "RequestAnimationFrame"], window.cancelAnimationFrame = window[b[c] + "CancelAnimationFrame"] || window[b[c] + "CancelRequestAnimationFrame"];
    if (!window.requestAnimationFrame) window.requestAnimationFrame = function (b) {
        var c = (new Date).getTime(),
            f = Math.max(0, 16 - (c - a)),
            g = window.setTimeout(function () {
                b(c + f)
            }, f);
        a = c + f;
        return g
    };
    if (!window.cancelAnimationFrame) window.cancelAnimationFrame = function (a) {
        clearTimeout(a)
    }
})();
Math.PIM2 = Math.PI * 2;
Math.PID2 = Math.PI / 2;
Math.randomInRange = function (a, b) {
    return a + (b - a) * Math.random()
};
Math.clamp = function (a, b, c) {
    a = Math.max(a, b);
    return a = Math.min(a, c)
};
CAV.Vector3 = {
    create: function (a, b, c) {
        var d = new CAV.Array(3);
        this.set(d, a, b, c);
        return d
    },
    clone: function (a) {
        var b = this.create();
        this.copy(b, a);
        return b
    },
    set: function (a, b, c, d) {
        a[0] = b || 0;
        a[1] = c || 0;
        a[2] = d || 0;
        return this
    },
    setX: function (a, b) {
        a[0] = b || 0;
        return this
    },
    setY: function (a, b) {
        a[1] = b || 0;
        return this
    },
    setZ: function (a, b) {
        a[2] = b || 0;
        return this
    },
    copy: function (a, b) {
        a[0] = b[0];
        a[1] = b[1];
        a[2] = b[2];
        return this
    },
    add: function (a, b) {
        a[0] += b[0];
        a[1] += b[1];
        a[2] += b[2];
        return this
    },
    addVectors: function (a, b, c) {
        a[0] = b[0] +
            c[0];
        a[1] = b[1] + c[1];
        a[2] = b[2] + c[2];
        return this
    },
    addScalar: function (a, b) {
        a[0] += b;
        a[1] += b;
        a[2] += b;
        return this
    },
    subtract: function (a, b) {
        a[0] -= b[0];
        a[1] -= b[1];
        a[2] -= b[2];
        return this
    },
    subtractVectors: function (a, b, c) {
        a[0] = b[0] - c[0];
        a[1] = b[1] - c[1];
        a[2] = b[2] - c[2];
        return this
    },
    subtractScalar: function (a, b) {
        a[0] -= b;
        a[1] -= b;
        a[2] -= b;
        return this
    },
    multiply: function (a, b) {
        a[0] *= b[0];
        a[1] *= b[1];
        a[2] *= b[2];
        return this
    },
    multiplyVectors: function (a, b, c) {
        a[0] = b[0] * c[0];
        a[1] = b[1] * c[1];
        a[2] = b[2] * c[2];
        return this
    },
    multiplyScalar: function (a, b) {
        a[0] *= b;
        a[1] *= b;
        a[2] *= b;
        return this
    },
    divide: function (a, b) {
        a[0] /= b[0];
        a[1] /= b[1];
        a[2] /= b[2];
        return this
    },
    divideVectors: function (a, b, c) {
        a[0] = b[0] / c[0];
        a[1] = b[1] / c[1];
        a[2] = b[2] / c[2];
        return this
    },
    divideScalar: function (a, b) {
        b !== 0 ? (a[0] /= b, a[1] /= b, a[2] /= b) : (a[0] = 0, a[1] = 0, a[2] = 0);
        return this
    },
    cross: function (a, b) {
        var c = a[0],
            d = a[1],
            e = a[2];
        a[0] = d * b[2] - e * b[1];
        a[1] = e * b[0] - c * b[2];
        a[2] = c * b[1] - d * b[0];
        return this
    },
    crossVectors: function (a, b, c) {
        a[0] = b[1] * c[2] - b[2] * c[1];
        a[1] = b[2] * c[0] - b[0] * c[2];
        a[2] = b[0] * c[1] - b[1] * c[0];
        return this
    },
    min: function (a, b) {
        a[0] < b && (a[0] = b);
        a[1] < b && (a[1] = b);
        a[2] < b && (a[2] = b);
        return this
    },
    max: function (a, b) {
        a[0] > b && (a[0] = b);
        a[1] > b && (a[1] = b);
        a[2] > b && (a[2] = b);
        return this
    },
    clamp: function (a, b, c) {
        this.min(a, b);
        this.max(a, c);
        return this
    },
    limit: function (a, b, c) {
        var d = this.length(a);
        b !== null && d < b ? this.setLength(a, b) : c !== null && d > c && this.setLength(a, c);
        return this
    },
    dot: function (a, b) {
        return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
    },
    normalise: function (a) {
        return this.divideScalar(a, this.length(a))
    },
    negate: function (a) {
        return this.multiplyScalar(a, -1)
    },
    distanceSquared: function (a, b) {
        var c = a[0] - b[0],
            d = a[1] - b[1],
            e = a[2] - b[2];
        return c * c + d * d + e * e
    },
    distance: function (a, b) {
        return Math.sqrt(this.distanceSquared(a, b))
    },
    lengthSquared: function (a) {
        return a[0] * a[0] + a[1] * a[1] + a[2] * a[2]
    },
    length: function (a) {
        return Math.sqrt(this.lengthSquared(a))
    },
    setLength: function (a, b) {
        var c = this.length(a);
        c !== 0 && b !== c && this.multiplyScalar(a, b / c);
        return this
    }
};
CAV.Vector4 = {
    create: function (a, b, c) {
        var d = new CAV.Array(4);
        this.set(d, a, b, c);
        return d
    },
    set: function (a, b, c, d, e) {
        a[0] = b || 0;
        a[1] = c || 0;
        a[2] = d || 0;
        a[3] = e || 0;
        return this
    },
    setX: function (a, b) {
        a[0] = b || 0;
        return this
    },
    setY: function (a, b) {
        a[1] = b || 0;
        return this
    },
    setZ: function (a, b) {
        a[2] = b || 0;
        return this
    },
    setW: function (a, b) {
        a[3] = b || 0;
        return this
    },
    add: function (a, b) {
        a[0] += b[0];
        a[1] += b[1];
        a[2] += b[2];
        a[3] += b[3];
        return this
    },
    multiplyVectors: function (a, b, c) {
        a[0] = b[0] * c[0];
        a[1] = b[1] * c[1];
        a[2] = b[2] * c[2];
        a[3] = b[3] * c[3];
        return this
    },
    multiplyScalar: function (a, b) {
        a[0] *= b;
        a[1] *= b;
        a[2] *= b;
        a[3] *= b;
        return this
    },
    min: function (a, b) {
        a[0] < b && (a[0] = b);
        a[1] < b && (a[1] = b);
        a[2] < b && (a[2] = b);
        a[3] < b && (a[3] = b);
        return this
    },
    max: function (a, b) {
        a[0] > b && (a[0] = b);
        a[1] > b && (a[1] = b);
        a[2] > b && (a[2] = b);
        a[3] > b && (a[3] = b);
        return this
    },
    clamp: function (a, b, c) {
        this.min(a, b);
        this.max(a, c);
        return this
    }
};
CAV.Color = function (a, b) {
    this.rgba = CAV.Vector4.create();
    this.hex = a || "#000000";
    this.opacity = CAV.Utils.isNumber(b) ? b : 1;
    this.set(this.hex, this.opacity)
};
CAV.Color.prototype = {
    set: function (a, b) {
        var a = a.replace("#", ""),
            c = a.length / 3;
        this.rgba[0] = parseInt(a.substring(c * 0, c * 1), 16) / 255;
        this.rgba[1] = parseInt(a.substring(c * 1, c * 2), 16) / 255;
        this.rgba[2] = parseInt(a.substring(c * 2, c * 3), 16) / 255;
        this.rgba[3] = CAV.Utils.isNumber(b) ? b : this.rgba[3];
        return this
    },
    hexify: function (a) {
        a = Math.ceil(a * 255).toString(16);
        a.length === 1 && (a = "0" + a);
        return a
    },
    format: function () {
        var a = this.hexify(this.rgba[0]),
            b = this.hexify(this.rgba[1]),
            c = this.hexify(this.rgba[2]);
        return this.hex = "#" +
            a + b + c
    }
};
CAV.Object = function () {
    this.position = CAV.Vector3.create()
};
CAV.Object.prototype = {
    setPosition: function (a, b, c) {
        CAV.Vector3.set(this.position, a, b, c);
        return this
    }
};
CAV.Light = function (a, b) {
    CAV.Object.call(this);
    this.ambient = new CAV.Color(a || "#FFFFFF");
    this.diffuse = new CAV.Color(b || "#FFFFFF");
    this.ray = CAV.Vector3.create()
};
CAV.Light.prototype = Object.create(CAV.Object.prototype);
CAV.Vertex = function (a, b, c) {
    this.position = CAV.Vector3.create(a, b, c)
};
CAV.Vertex.prototype = {
    setPosition: function (a, b, c) {
        CAV.Vector3.set(this.position, a, b, c);
        return this
    }
};
CAV.Triangle = function (a, b, c) {
    this.a = a || new CAV.Vertex;
    this.b = b || new CAV.Vertex;
    this.c = c || new CAV.Vertex;
    this.vertices = [this.a, this.b, this.c];
    this.u = CAV.Vector3.create();
    this.v = CAV.Vector3.create();
    this.centroid = CAV.Vector3.create();
    this.normal = CAV.Vector3.create();
    this.color = new CAV.Color;
    this.polygon = document.createElementNS(CAV.SVGNS, "polygon");
    this.polygon.setAttributeNS(null, "stroke-linejoin", "round");
    this.polygon.setAttributeNS(null, "stroke-miterlimit", "1");
    this.polygon.setAttributeNS(null, "stroke-width", "1");
    this.computeCentroid();
    this.computeNormal()
};
CAV.Triangle.prototype = {
    computeCentroid: function () {
        this.centroid[0] = this.a.position[0] + this.b.position[0] + this.c.position[0];
        this.centroid[1] = this.a.position[1] + this.b.position[1] + this.c.position[1];
        this.centroid[2] = this.a.position[2] + this.b.position[2] + this.c.position[2];
        CAV.Vector3.divideScalar(this.centroid, 3);
        return this
    },
    computeNormal: function () {
        CAV.Vector3.subtractVectors(this.u, this.b.position, this.a.position);
        CAV.Vector3.subtractVectors(this.v, this.c.position, this.a.position);
        CAV.Vector3.crossVectors(this.normal, this.u, this.v);
        CAV.Vector3.normalise(this.normal);
        return this
    }
};
CAV.Geometry = function () {
    this.vertices = [];
    this.triangles = [];
    this.dirty = false
};
CAV.Geometry.prototype = {
    update: function () {
        if (this.dirty) {
            var a, b;
            for (a = this.triangles.length - 1; a >= 0; a--) b = this.triangles[a], b.computeCentroid(), b.computeNormal();
            this.dirty = false
        }
        return this
    }
};
CAV.Plane = function (a, b, c, d) {
    CAV.Geometry.call(this);
    this.width = a || 100;
    this.height = b || 100;
    this.segments = c || 4;
    this.slices = d || 4;
    this.segmentWidth = this.width / this.segments;
    this.sliceHeight = this.height / this.slices;
    var e, f, g, c = [];
    e = this.width * -0.5;
    f = this.height * 0.5;
    for (a = 0; a <= this.segments; a++) {
        c.push([]);
        for (b = 0; b <= this.slices; b++) d = new CAV.Vertex(e + a * this.segmentWidth, f - b * this.sliceHeight), c[a].push(d), this.vertices.push(d)
    }
    for (a = 0; a < this.segments; a++)
        for (b = 0; b < this.slices; b++) d = c[a + 0][b + 0], e = c[a + 0][b +
            1
        ], f = c[a + 1][b + 0], g = c[a + 1][b + 1], t0 = new CAV.Triangle(d, e, f), t1 = new CAV.Triangle(f, e, g), this.triangles.push(t0, t1)
};
CAV.Plane.prototype = Object.create(CAV.Geometry.prototype);
CAV.Material = function (a, b) {
    this.ambient = new CAV.Color(a || "#444444");
    this.diffuse = new CAV.Color(b || "#FFFFFF");
    this.slave = new CAV.Color
};
CAV.Mesh = function (a, b) {
    CAV.Object.call(this);
    this.geometry = a || new CAV.Geometry;
    this.material = b || new CAV.Material;
    this.side = CAV.FRONT;
    this.visible = true
};
CAV.Mesh.prototype = Object.create(CAV.Object.prototype);
CAV.Mesh.prototype.update = function (a, b) {
    var c, d, e, f, g;
    this.geometry.update();
    if (b)
        for (c = this.geometry.triangles.length - 1; c >= 0; c--) {
            d = this.geometry.triangles[c];
            CAV.Vector4.set(d.color.rgba);
            for (e = a.length - 1; e >= 0; e--) f = a[e], CAV.Vector3.subtractVectors(f.ray, f.position, d.centroid), CAV.Vector3.normalise(f.ray), g = CAV.Vector3.dot(d.normal, f.ray), this.side === CAV.FRONT ? g = Math.max(g, 0) : this.side === CAV.BACK ? g = Math.abs(Math.min(g, 0)) : this.side === CAV.DOUBLE && (g = Math.max(Math.abs(g), 0)), CAV.Vector4.multiplyVectors(this.material.slave.rgba, this.material.ambient.rgba, f.ambient.rgba), CAV.Vector4.add(d.color.rgba, this.material.slave.rgba), CAV.Vector4.multiplyVectors(this.material.slave.rgba, this.material.diffuse.rgba, f.diffuse.rgba), CAV.Vector4.multiplyScalar(this.material.slave.rgba, g), CAV.Vector4.add(d.color.rgba, this.material.slave.rgba);
            CAV.Vector4.clamp(d.color.rgba, 0, 1)
        }
    return this
};
CAV.Scene = function () {
    this.meshes = [];
    this.lights = []
};
CAV.Scene.prototype = {
    add: function (a) {
        a instanceof CAV.Mesh && !~this.meshes.indexOf(a) ? this.meshes.push(a) : a instanceof CAV.Light && !~this.lights.indexOf(a) && this.lights.push(a);
        return this
    },
    remove: function (a) {
        a instanceof CAV.Mesh && ~this.meshes.indexOf(a) ? this.meshes.splice(this.meshes.indexOf(a), 1) : a instanceof CAV.Light && ~this.lights.indexOf(a) && this.lights.splice(this.lights.indexOf(a), 1);
        return this
    }
};
CAV.Renderer = function () {
    this.halfHeight = this.halfWidth = this.height = this.width = 0
};
CAV.Renderer.prototype = {
    setSize: function (a, b) {
        if (!(this.width === a && this.height === b)) return this.width = a, this.height = b, this.halfWidth = this.width * 0.5, this.halfHeight = this.height * 0.5, this
    },
    clear: function () {
        return this
    },
    render: function () {
        return this
    }
};
CAV.CanvasRenderer = function () {
    CAV.Renderer.call(this);
    this.element = document.createElement("canvas");
    this.element.style.display = "block";
    this.context = this.element.getContext("2d");
    this.setSize(this.element.width, this.element.height)
};
CAV.CanvasRenderer.prototype = Object.create(CAV.Renderer.prototype);
CAV.CanvasRenderer.prototype.setSize = function (a, b) {
    CAV.Renderer.prototype.setSize.call(this, a, b);
    this.element.width = a;
    this.element.height = b;
    this.context.setTransform(1, 0, 0, -1, this.halfWidth, this.halfHeight);
    return this
};
CAV.CanvasRenderer.prototype.clear = function () {
    CAV.Renderer.prototype.clear.call(this);
    this.context.clearRect(-this.halfWidth, -this.halfHeight, this.width, this.height);
    return this
};
CAV.CanvasRenderer.prototype.render = function (a) {
    CAV.Renderer.prototype.render.call(this, a);
    var b, c, d, e, f;
    this.clear();
    this.context.lineJoin = "round";
    this.context.lineWidth = 1;
    for (b = a.meshes.length - 1; b >= 0; b--)
        if (c = a.meshes[b], c.visible) {
            c.update(a.lights, true);
            for (d = c.geometry.triangles.length - 1; d >= 0; d--) e = c.geometry.triangles[d], f = e.color.format(), this.context.beginPath(), this.context.moveTo(e.a.position[0], e.a.position[1]), this.context.lineTo(e.b.position[0], e.b.position[1]), this.context.lineTo(e.c.position[0], e.c.position[1]), this.context.closePath(), this.context.strokeStyle = f, this.context.fillStyle = f, this.context.stroke(), this.context.fill()
        } return this
};

function Victor(container, anitOut) {
    if (!!document.createElement("canvas").getContext) {
        var t = {
            width: 1.5,
            height: 1.5,
            depth: 10,
            segments: 12,
            slices: 6,
            xRange: 0.8,
            yRange: 0.1,
            zRange: 1,
            ambient: "#525252",
            diffuse: "#A5A5A5",
            speed: 0.0002
        };
        var G = {
            count: 2,
            xyScalar: 1,
            zOffset: 100,
            ambient: "#1c8bff",
            diffuse: "#1c8bff",
            speed: 0.001,
            gravity: 1200,
            dampening: 0.95,
            minLimit: 10,
            maxLimit: null,
            minDistance: 20,
            maxDistance: 400,
            autopilot: false,
            draw: false,
            bounds: CAV.Vector3.create(),
            step: CAV.Vector3.create(Math.randomInRange(0.2, 1), Math.randomInRange(0.2, 1), Math.randomInRange(0.2, 1))
        };
        var m = "canvas";
        var E = "svg";
        var x = {
            renderer: m
        };
        var i, n = Date.now();
        var L = CAV.Vector3.create();
        var k = CAV.Vector3.create();
        var z = document.getElementById(container || "container");
        var w = document.getElementById(anitOut || "anitOut");
        var D, I, h, q, y;
        var g;
        var r;

        function C() {
            F();
            p();
            s();
            B();
            v();
            K(z.offsetWidth, z.offsetHeight);
            o()
        }

        function F() {
            g = new CAV.CanvasRenderer();
            H(x.renderer)
        }

        function H(N) {
            if (D) {
                w.removeChild(D.element)
            }
            switch (N) {
                case m:
                    D = g;
                    break
            }
            D.setSize(z.offsetWidth, z.offsetHeight);
            w.appendChild(D.element)
        }

        function p() {
            I = new CAV.Scene()
        }

        function s() {
            I.remove(h);
            D.clear();
            q = new CAV.Plane(t.width * D.width, t.height * D.height, t.segments, t.slices);
            y = new CAV.Material(t.ambient, t.diffuse);
            h = new CAV.Mesh(q, y);
            I.add(h);
            var N, O;
            for (N = q.vertices.length - 1; N >= 0; N--) {
                O = q.vertices[N];
                O.anchor = CAV.Vector3.clone(O.position);
                O.step = CAV.Vector3.create(Math.randomInRange(0.2, 1), Math.randomInRange(0.2, 1), Math.randomInRange(0.2, 1));
                O.time = Math.randomInRange(0, Math.PIM2)
            }
        }

        function B() {
            var O, N;
            for (O = I.lights.length - 1; O >= 0; O--) {
                N = I.lights[O];
                I.remove(N)
            }
            D.clear();
            for (O = 0; O < G.count; O++) {
                N = new CAV.Light(G.ambient, G.diffuse);
                N.ambientHex = N.ambient.format();
                N.diffuseHex = N.diffuse.format();
                I.add(N);
                N.mass = Math.randomInRange(0.5, 1);
                N.velocity = CAV.Vector3.create();
                N.acceleration = CAV.Vector3.create();
                N.force = CAV.Vector3.create()
            }
        }

        function K(O, N) {
            D.setSize(O, N);
            CAV.Vector3.set(L, D.halfWidth, D.halfHeight);
            s()
        }

        function o() {
            i = Date.now() - n;
            u();
            M();
            requestAnimationFrame(o)
        }

        function u() {
            var Q, P, O, R, T, V, U, S = t.depth / 2;
            CAV.Vector3.copy(G.bounds, L);
            CAV.Vector3.multiplyScalar(G.bounds, G.xyScalar);
            CAV.Vector3.setZ(k, G.zOffset);
            for (R = I.lights.length - 1; R >= 0; R--) {
                T = I.lights[R];
                CAV.Vector3.setZ(T.position, G.zOffset);
                var N = Math.clamp(CAV.Vector3.distanceSquared(T.position, k), G.minDistance, G.maxDistance);
                var W = G.gravity * T.mass / N;
                CAV.Vector3.subtractVectors(T.force, k, T.position);
                CAV.Vector3.normalise(T.force);
                CAV.Vector3.multiplyScalar(T.force, W);
                CAV.Vector3.set(T.acceleration);
                CAV.Vector3.add(T.acceleration, T.force);
                CAV.Vector3.add(T.velocity, T.acceleration);
                CAV.Vector3.multiplyScalar(T.velocity, G.dampening);
                CAV.Vector3.limit(T.velocity, G.minLimit, G.maxLimit);
                CAV.Vector3.add(T.position, T.velocity)
            }
            for (V = q.vertices.length - 1; V >= 0; V--) {
                U = q.vertices[V];
                Q = Math.sin(U.time + U.step[0] * i * t.speed);
                P = Math.cos(U.time + U.step[1] * i * t.speed);
                O = Math.sin(U.time + U.step[2] * i * t.speed);
                CAV.Vector3.set(U.position, t.xRange * q.segmentWidth * Q, t.yRange * q.sliceHeight * P, t.zRange * S * O - S);
                CAV.Vector3.add(U.position, U.anchor)
            }
            q.dirty = true
        }

        function M() {
            D.render(I)
        }

        function J(O) {
            var Q, N, S = O;
            var P = function (T) {
                for (Q = 0, l = I.lights.length; Q < l; Q++) {
                    N = I.lights[Q];
                    N.ambient.set(T);
                    N.ambientHex = N.ambient.format()
                }
            };
            var R = function (T) {
                for (Q = 0, l = I.lights.length; Q < l; Q++) {
                    N = I.lights[Q];
                    N.diffuse.set(T);
                    N.diffuseHex = N.diffuse.format()
                }
            };
            return {
                set: function () {
                    P(S[0]);
                    R(S[1])
                }
            }
        }

        function v() {
            window.addEventListener("resize", j)
        }

        function A(N) {
            CAV.Vector3.set(k, N.x, D.height - N.y);
            CAV.Vector3.subtract(k, L)
        }

        function j(N) {
            K(z.offsetWidth, z.offsetHeight);
            M()
        }
        C();
    }
    return J;
}